315 research outputs found

    360 Cinematic literacy: a case study

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    360 degree film making necessitates a new language for storytelling. We investigate this issue from the point of view of the user, inferring 360 literacy from what users say about their viewing experiences. The case study is based on material from two user studies on a 360 video profile of an artist. Interviews were analysed using thematic analysis to understand how users made sense of the video. The sense of presence had a strong impact on the experience, while the ability to look around meant new skills had to be developed to try to make sense of 360 video. Viewers had most to say about a few particular shots, and some themes of note emerge: such as being in unusual places, certainty about what should be attended to and focus points, switches between first and third person views, and close-ups and interest

    User experience of panoramic video in CAVE-like and head mounted display viewing conditions

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    Panoramic 360 video is a rapidly growing part of interactive TV viewing experience due to the increase of both production by consumers and professionals and the availability of consumer headsets used to view it. Recent years have also seen proposals for the development of home systems that could ultimately approximate CAVE-like experiences. The question arises as to the nature of the user experience of viewing panoramic video in head mounted displays compared to CAVE-like systems. User preference seems hard to predict. Accordingly, this study took a qualitative approach to describing user experience of viewing a panoramic video on both platforms, using a thematic analysis. Sixteen users tried both viewing conditions and equal numbers expressed preferences for each display system. The differences in user experience by viewing condition are discussed in detail via themes emerging from the analysis

    Effects of viewing condition on user experience of panoramic video

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    Panoramic video arises at the convergence of TV and virtual reality, and it is necessary to understand how these technologies interact to affect user experience in order to produce useful content. TV and film makers have developed a sophisticated language and set of techniques to achieve directed linear story telling on fixed screens, whereas virtual worlds more often emphasise user led exploration of possibly non-linear narrative and aspects such as presence and immersion in navigable 3D environments. This study focused on the user experience of panoramic video as viewed over two conditions, on a VR headset and using a handheld phone, and compared this to watching on a static screen thus emphasising the differences between traditional and panoramic TV. A qualitative approach to analysis was taken where users participated in semi-structured interviews. A thematic analysis was performed which produced thematic maps describing user experience for each condition. A detailed and nuanced account of emerging themes is given. Subsequently, key themes were identified and graphed to produce user response profiles to the three viewing conditions that highlight differences in user experience in terms of presence, attention, engagement, concentration on story, certainty, comfort and social eas

    Streamflow and selected precipitation data for Yucca Mountain and vicinity, Nye County, Nevada, water years 1983--85

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    Streamflow and precipitation data collected at and near Yucca Mountain, Nevada, during water years 1983--85, are presented in this report. The data were collected and compiled as part of the studies the US Geological Survey is making, in cooperation with the US Department of Energy, to characterize surface-water hydrology in the Yucca Mountain area. Streamflow data include daily mean discharges and peak discharges at 4 complete-record gaging stations and peak discharges at 10 crest-stage, partial-record stations and 12 miscellaneous sites. Precipitation data include cumulative totals at 12 stations maintained by the US Geological Survey and daily totals at 17 stations maintained by the Weather Service Nuclear Support Office, National Oceanic and Atmospheric Administration

    Quantum state conversion by cross-Kerr interaction

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    A generalized Mach-Zehnder-type interferometer equipped with cross-Kerr elements is proposed to convert N-photon truncated single-mode quantum states into (N+1)-mode single-photon states, which are suitable for further state manipulation by means of beam splitter arrays and ON/OFF-detections, and vice versa. Applications to the realization of unitary and non-unitary transformations, quantum state reconstruction, and quantum telemanipulation are studied.Comment: 22 pages, 4 figures, using a4.st

    Comparison of LOQC C-sign gates with ancilla inefficiency and an improvement to functionality under these conditions

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    We compare three proposals for non-deterministic C-sign gates implemented using linear optics and conditional measurements with non-ideal ancilla mode production and detection. The simplified KLM gate [Ralph et al, Phys.Rev.A {\bf 65}, 012314 (2001)] appears to be the most resilient under these conditions. We also find that the operation of this gate can be improved by adjusting the beamsplitter ratios to compensate to some extent for the effects of the imperfect ancilla.Comment: to appear in PR
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